CIVILIZATION · SOUTH AMERICA
Mapuche
Mapuche are part of Age of Empires II, representing South America and emphasizing cavalry & mobile archers. Their signature roster includes the Kona. Foragers deliver more food.

Overview
Mapuche are part of Age of Empires II, representing South America and emphasizing cavalry & mobile archers. Their signature roster includes the Kona. Foragers deliver more food.
Civilization identity
Mapuche is classified as South America and is centered on cavalry & mobile archers. Its defining roster entrys are Bolas Rider, Kona. This focus is a starting point for reading the technology tree, not a requirement to use only one unit line: the bonuses and matchup determine which parts of the roster are worth investing in. In team games, spearmen and skirmishers gain line of sight; account for this while choosing allies and deciding which role the civilization should cover.
Civilization bonuses and their value
Each bonus applies to a specific part of the economy, army, or map plan. Read the effect together with its target: a discount matters when it changes a build or upgrade timing, while a combat bonus matters only when the affected unit or structure is actually fielded.
- Foragers deliver more food This affects economic tempo or worker efficiency and can change how quickly the civilization reaches its next production or Age-up timing.
- Settlements train Spearmen and Skirmishers Its practical value depends on whether the affected unit, resource, or building is part of the plan for this match.
- Infantry, Slingers, and Skirmishers gain hit points as the game advances This directly changes the named unit or structure in combat, so it is strongest when the affected line is part of the army or defense.
- Mounted units generate gold when they defeat enemy troops Its practical value depends on whether the affected unit, resource, or building is part of the plan for this match.
- Enemy Castles are visible on the map Its practical value depends on whether the affected unit, resource, or building is part of the plan for this match.
Signature units and unique technologies
Bolas Rider: A Mapuche mounted archer whose bolas can slow the movement of enemy troops Kona: Mapuche cavalry that deals more damage to already wounded enemies These units define the civilization’s distinctive options. Its unique technologies add later-game choices; compare their effects with the cost and research timing before committing resources.
- Malon: Bolas Riders, Slingers, and Skirmishers gain pass-through damage
- Butalmapu: Castle-trained unique units and Bola Riders become cheaper
Civilization game plan
The guide below connects the civilization’s bonuses to an opening, a main army, a transition, and the principal risk to watch. Adapt the sequence after scouting rather than treating it as a fixed build order.
- Opening: Set up the South American opening around a Settlement and nearby food, then choose a Feudal pressure route.
- Core army: Champi units and Archery Range options can start the attack; specialized counters improve the army as the game develops.
- Transition: Use the economy from cheaper Settlements to add production and transition into the available regional strengths.
- Watch for: The roster lacks some conventional high-impact options; scout carefully and use counters rather than a single expensive line.
Technology tree gaps
This civilization-specific tree marks the units, research, and upgrades that are unavailable. Check the named production building or research line before planning a transition; the gaps can rule out an otherwise familiar counter or upgrade.
- Barracks: Militia, Gambesons, Squires
- Archery Range: Arbalester, Cavalry Archer, Hand Cannoneer, Parthian Tactics, Thumb Ring
- Siege Workshop: Siege Ram, Siege Onager, Bombard Cannon
- Castle:
- Dock: Heavy Demolition Ship, Cannon Galleon
- Monastery: Block Printing, Redemption, Illumination, Fervor
- Defensive structures: Guard Tower, Fortified Wall
- Blacksmith: Scale Barding Armor, Bracer
- University: Architecture, Fortified Wall, Heated Shot, Dry Dock, Incendiaries, Guard Tower, Shipwright
- Settlement: Two-Man Saw
- Market: Guilds
- Others: Stable
Team-game role
The team bonus is Spearmen and Skirmishers gain line of sight. This can help define a complementary team role. Coordinate it with allied civilizations that can use the bonus or cover a weakness in the roster.
Strategic identity
Signature units: Bolas Rider; Kona. Distinctive bonuses: Settlements train Spearmen and Skirmishers. Infantry, Slingers, and Skirmishers gain hit points as the game advances. Mounted units generate gold when they defeat enemy troops. Enemy Castles are visible on the map. In team games, its team bonus is Spearmen and Skirmishers gain line of sight. Its unique technologies are Malon (bolas Riders, Slingers, and Skirmishers gain pass-through damage); Butalmapu (castle-trained unique units and Bola Riders become cheaper).
Unique units
Team bonus
Spearmen and Skirmishers gain line of sight.
Civilization bonuses
- Foragers deliver more food.
- Settlements train Spearmen and Skirmishers.
- Infantry, Slingers, and Skirmishers gain hit points as the game advances.
- Mounted units generate gold when they defeat enemy troops.
- Enemy Castles are visible on the map.
Unique technologies
- Also known as
- Mapuche (Age of Empires II)
- Focus
- Cavalry & mobile archers
- Signature / category
- Kona
- Release / context
- The Last Chieftains
- Region
- South America
- Classification
- South American